"jfears2;c-2042042" wrote:
"ScummerAntilles;c-2041683" wrote:
BTW a long direct relationship with 300+ gamers from a position to assess the experience of those gamers is significant.
Just a simple google search shows there are 80 millions players for SWGOH, lets say it's half that to account for people who don't play anymore, and those who have multiple accounts, or those who made account but never actually played, etc..
That's still 40 million... that's 40,000,000 people. And that's a ridiculously generous reduction.
Your 300+ gamers, let's be fair and call it 400 since your + is ambiguous at best.
Your group, 400 gamers, comprises literally 0.001% of the player base, and that's giving you the benefit of the doubt by halving the reported total of overall players and inflating your group.
So no, your group of games is not significant; 0.001% is not a reasonable sample size, and I seriously question your claim of understanding data.
Disclaimer: I am not a data expert; but I do have a brain, a calculator, and rational thoughts.
80m players since it’s inception since 2015. This doesn’t equate to 80m active players, but more like 80m Unique player IDs, which myself owns 5 :)
If we take the 80M at face value, and then add up the revenue figure that was posted in for the trailing 12 month, that’s about $127m in revenue. It comes out to about $1.59 per player per year spent in the game. That’s probably not very realistic. Now, if you divide $127m by, say, 100,000 active paying players, that comes out to about $1,270 per player per year.